I like that it states the summoned adds fixate their target till the target dies but like others have said it needs a numbers tuning. Overall fixes cleave and its an iconic spell. So who blew ghostcrawler to get this added to the game?

If this does make it into game, I'd bet on the spirits being unable to deal damage to the same target as you, and for it probably to be weakened too. It seriously just looks like a cleave ability to me, something WW is sorely lacking.

I hope so. Even in my casual guild, I was asked to go Mistweaver and DPS on Garalon so a tank could also go DPS as he'd actually cleave. It worked but it was such an odd thing to have to do because on that fight even a rogue I'd leave in the Dust single-target DPS-wise was much more preferable to Windwalker on that fight. Simply could not keep up with multi-dotting classes and cleaving warriors, shamans, DKs, etc.

Soothing Mist:"Healing them for a minor amount every 0.5 sec, until you take any other action."Jade Serpent Statue: "The statue will also begin casting Soothing Mist on your target. healing for 50% as much as yours. " [What's half of minor?]
"Statue casts Soothing Mist at a nearby ally for toddler healing."

While that sounds really awesome, I can't imagine they'd let it hit even the PTR before severely weakening it. Sacrifice 20% of your damage to do 160% damage? Another 20 to do 240%? Another 20 to do 160% again because why not? (<- noob check) And they last until the target is dead? Like an entire 10 minute boss battle?

Yeah about the math part, lets see :

1 clone = you now do 80% damage. So you + clone = 160% overall damage.
2 clones = you now do 60% damage. So you + clones = 180% overall damage.

When you think about it, its fairly consistant with other cleaves that exist in the game. It may need tweaking for sure, because it seems to be better than sweeping strikes or blade furry (after PTR changes).

It ain't happening 'till the patch is out and the ability isn't nerfed to the ground or removed entirely on account of it being too hard to balance numbers etc. I want this in game for sure but I wouldn't say 'oh yeah they're defo going to include this'. Just seems like Blizzard are toying with ideas for monk cleaves as others have mentioned the necessity for right now. It's PTR, not release-ready just yet.

Also it's for lv87 so I imagine it's a typical ability everyone gets in their leveling; and it will either replace or be learned alongside Transcendance.

The Windwalker can summon up to two elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk's damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk's normal damage, while 2 spirits will cause the Monk and both active spirits to deal 40% of the Monk's normal damage. Each spirit lasts until the ability is canceled, or that spirit's target dies or otherwise becomes unavailable.

(Latest version from the official notes) - seems like the datamined one is probably a previous iteration. Seems like the total is 120% for any spirits + the monk but they only copy abilities meaning it should be a DPS loss on single target as intended. Also windwalker only and as a level 75 skill, doesn't replace transcendence.

Through multiple readings, I'm still seeing this as a flat 20% damage boost regardless of target number.

Doesn't say "cant attack the monks target", so summoning 1 elemental will have you and the clone both doing 60% damage and summoning two will have all doing 40%, adding up to 120% each time.

So you can summon a single clone on, say, a two boss fight, or both clones on a three-boss fight, or both clones on a two-boss fight, or one clone on a three-boss fight, or one or two clones on a one-boss fight... and you'll end up doing the same damage.

Even on shared-HP council fights, you'll end up with the net boost of 20% and no more, due to your own damage being siphoned into your elementals.

Through multiple readings, I'm still seeing this as a flat 20% damage boost regardless of target number.

Doesn't say "cant attack the monks target", so summoning 1 elemental will have you and the clone both doing 60% damage and summoning two will have all doing 40%, adding up to 120% each time.

So you can summon a single clone on, say, a two boss fight, or both clones on a three-boss fight, or both clones on a two-boss fight, or one clone on a three-boss fight, or one or two clones on a one-boss fight... and you'll end up doing the same damage.

Even on shared-HP council fights, you'll end up with the net boost of 20% and no more, due to your own damage being siphoned into your elementals.

Windwalker monks specifically lacked any bonus versus 2 or 3 targets. The way this is worded, they want to give us a +20% cleave bonus against either 2 or 3 targets to fill in the gap that exists.

I'm sure the ability isn't even implemented yet and it's just in the alpha stage, which is why based on the description it sounds like we would use it 100% of the time for single target. But I highly doubt that, otherwise why would we have the choice to summon 1 or 2? Why would we have the choice to "cancel" the ability (like rogues can cancel Blade Flurry)?

What blows my mind is the fact that we will potentially be the only melee with a "multidot" style damage increase. For example, on Will of the Emperor none of the melee can cleave if they're on one of the bosses, while the ranged sit in the middle and multidot. This is balanced by Opportunity Strikes. Windwalkers can potentially put an elemental mirror on the other boss and get the best of both worlds.